Substance Painter

Let us know how to improve Substance Painter!
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  1. Support for exporting all textures at different bit depths

    I would like to be able to export all of my textures in one click and have them all have a 8 bit depth except for the height map which i want to have a 16 bit depth.

    Currently, i need to have 2 presets, one for exporting everything and another one for exporting only my height map in 16bits :(

    It would be great to be able to create one preset so this additional work is no longer needed.

    1 vote
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  2. Solo view lighting

    Currently there is either default non shaded solo view of channels or there is basic option to have some kind of shading to black ambient. Both are limited. Id like some additional options there to have solo view with lighting and tone mapping working. Something like basic view in Mari. So i can see fully shaded and tone mapped diffuse channel (maybe even with AO added) without the annoyance of specular and bump.

    1 vote
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  3. Global brush size (as an option).

    Would be nice to have brushes to adjust their size to the current one when switching between them like it is in Zbrush. I noticed that if I want to paint big details I want all brushes big, same with small and it is a hassle to keep resizing brushes with every brush switch. Of course something like this should be an option rather than forced.

    1 vote
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  4. Custom colors for UI frames and text.

    All that black and white look may be fancy but is hard to use. I like clear colors for menus, submenus, frame borders etc so it is easier to navigate visually. Especially different colors for different text.

    1 vote
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  5. Tone mapping in 2d view

    An option to have tone mapping work in 2d shaded view please.

    1 vote
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  6. Brush stroke opacity pressure.

    When I paint with 30% hand pressure I expect the color of a brush to level around this value. Within same stroke if I increase hand pressure to 60% thats what the brush is supposed to paint with. If I decide within same stroke to drop hand pressure down to 10% I expect brush to drop to that value and paint at that color level. That is how all other software behaves. Instead we have some awful permanent additive mode that keeps building up and up through flow. It is unusable. People ask for this for years. I do not…

    1 vote
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  7. color mixing

    hello

    as we can do in real world mix wet colors with brush and make a new color and fade a color range . if you can add a brush or a wet layer or paint effect to painter can mix colors together , we can paint more realistic and do better in hand painting :)

    Thanks

    1 vote
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  8. Wood Floor Materials Needed

    For us, architects/3D buildings creators, we miss a lot of wood materials for floors. The tiling options available are too poor compared to other materials offered such as for vehicles or sci-fi. I have been having to get seamless textures from Adobe Stock and work them out in Alchemist to be able to have some sort of variation, but without knowing Designer, for example, it's very hard to get something realistic. Nice planks, different wood patterns with less veins, control over roughness, we really really need more of that.

    1 vote
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  9. Support UNC paths (huge for working from servers)

    Substance Painter only works on mapped drives. We can't import or export to UNC network paths and it's very frustrating. I hope this is an easy fix and gets solved soon.

    1 vote
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  10. Add more Hotkey possibilities

    So, one thing I use a lot is the following order for many layers:

    Add Black Mask > Add Fill > Drag a particular texture, be it baked or procedural onto the fill

    Maybe the addition of more hotkey possibilities could make this process faster, adding a black mask and adding a fill or paint into it wouldn't take 3 to 5 seconds anymore.

    This idea can expand to many other features and adding a hotkey integration to more things could help users into adapting their workflow into the software.

    1 vote
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  11. UI headers in different colour(s)

    hi , im fairly new to painter but been in 3d CG industry for over 15 years, I love the program !

    when navigating the UI , lets take the "Properties" window for example, the heading and sub headings aren't easy to differentiate from the actual settings / adjustments below, if there are a few drop down items open there's a long list of items all blending together and its not clear where one group of setting end and another begin.. it be so much easier if the headings and even sub-headings had a different colour..

    If this could be…

    1 vote
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  12. Invert gloss/rough map

    Invert a gloss ou rough texture map uploaded to Substance Painter. Maybe I doing it wrong, but nowadays when I have a roughness map and need a glossness map, I open it in Photoshop, do ctrl+I and upload it to Substance Painter.

    Is not difficult to me to do that, but would be perfect to do that on Painter only clicking in one button.

    1 vote
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  13. Separate (multiple) 2D / 3D viewports

    The idea was coined by user Retry on the forum here:

    https://forum.substance3d.com/index.php/topic,30094.0

    The request is to faciltate the ability to check the work immediately on a different screen with a different camera. The most obvious example is being able to paint in the 2D view (UV view) and seeing the 3D view update; preferably on different monitors as well. As Retry's example outlines, painting on the Cintiq and seeing 3D viewport updates on the second monitor.

    An example from Mari, it allows you to view your work simultaneously from different angles practically immediately after "baking" the paint strokes. This makes…

    5 votes
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  14. Ability to add naming prefix to exported texture files

    I often export multiple color sets for objects (ie different colors on a set of furniture). I would like the ability on export to add a short prefix to the front of the file names for the given expor so that when i am going to use the files later it is easier to distinguish which color files are which at a glance without having to have 10 different folders with all the files named the same. It would not need to be long - 5 or 6 characters max would be fine.

    so instead of $textureSet_diff the output file…

    1 vote
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  15. Bake multiple selected textures without baking entire scene

    I often work with very large scenes with many textures. Sometimes I only need to rebake 3 or 4 out of 20. I would like to be able, rather than having to rebake each separately, be able to say rebake these 4 textures and not the rest. This would allow me to work more efficiently.

    1 vote
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  16. Height Maps look wrong in the Height Channel

    Hi! It was nice to meet you all yesterday at Siggraph! I showed you a problem with height maps and I'm hoping you will fix it. I'll post it here so that you remember:

    The neutral color in a height map should be gray because all render engines will interpret a .5 gray value as no bump/displacement. However, the neutral value for height maps in Substance Painter is black. When you look in the height channel, it often looks all black rather than gray. Both the negative and positive height values look white. It is confusing to visualize and exports…

    2 votes
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  17. About IRAY

    I hope to increase the ability of iray to render video.

    1 vote
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  18. Expose channel name as output expression

    Right now we can only name maps with project, mesh, or texture set variables but it would be great to expose the channel name as a variable. This would be super handy when making custom user channels for things like masks. Those channel names are usually very specific and ideally that name appears in the output texture.

    1 vote
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  19. Blur with Curvature baking

    It's really useful to have Blur with Curvature baking.

    1 vote
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  20. Integrate 3DConnexion and extend shadow package lighting

    I work with both programs and find the possibilities very good.
    But I wish I had two.
    Since I am a CAD designer, I also work with 3DConnexion's SpaceMouse Enterprise. Here it would be very good to integrate it, because then it would be possible to work more fluently while moving the model.
    I export the textures as PSD and TGA to use them in CinemaR20 and EEP Railwayxe from Trend. Here I have a problem with the export of materials. This is the case with steel, bronze, copper and so on, if I don't use Baket Lighting. If I…

    1 vote
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